/Engine/Source/Runtime/Engine/Classes/Engine/SCS_Node.h
Create the specified component on the actor, then call action on children
The new component instance that was created, or NULL on failure.
[UActorComponent](API\Runtime\Engine\Components\UActorComponent) * ExecuteNodeOnActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * Actor, [USceneComponent](API\Runtime\Engine\Components\USceneComponent) * ParentComponent, const FTransform * RootTransform, const struct [FRotationConversionCache](API\Runtime\Engine\Engine\FRotationConversionCache) * RootRelativeRotationCache, bool bIsDefaultTransform, ESpawnActorScaleMethod TransformScaleMethod )